Workshop Notes
21 October 2003 (Workshop 7)
Material assignments
Use unique color and layer combination – for example:
level 1, color 0 assign “brick”
level 1, color 1 assign “concrete”
Placement of lights within model space
Create poles on which to mount lights (use separate level, so light pole can
be turned off during rendering)
Light placement – light is automatically placed on construction level, which is
shown in level manager as ‘Default’
Lumens – measures wattage – 1500 lumens approximately 70 Watt
Intensity – ratio
Cone angle – relevant to spotlight
Cell Scale- changes size of construction symbol in model for visibility, but has nothing to
do with lumens or actual size of light source
Settings Rendering Global lighting
Open Solar dialogue box (by toggling arrow)
Intensity – can adjust ratios to make one light the dominant source
Settings Rendering Assign Materials
Assign Materials table – references different palettes, saves assignments of materials
Settings\Rendering\View Attributes
Turning off and on fog to create some distance cueing
Settings\Rendering\General
Save phong Shadow Maps – toggle off
Modify Fog color (not used in Radiosity and Particle Trace renderings)
Near distance
Near Density
Far Density
Settings\ Design File\ Views
Select Background\ background image
C:\Program Files\Bentley\Workspace\System\materials\pattern
(to find jpegs for sky)
View Attributes – toggle background on and off
Procedural texture files:
Go to Assign Materials dialogue box and choose proctext.pal to load procedural maps for brick, etc.
Settings\Rendering\Define Materials
Begin with blank, clean slate
File\save file as (keep the same as your model name to keep things clear for yourself)
Choose New and give your material a name
Adjust Ambient, Diffuse, Specular, etc.
Choose base color,etc.
Save palatte
In Assign Materials dialogue box, select palette and assign material to object
(double clicking on image will bring you back to the Define Material dialogue box)
Define Materials
Surface application of material stretched to entire dimensions of object
Master Units- applies materials to master units of model
Bump map versus Pattern map